| Posted on December 30, 2010 at 10:58 PM |
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Call of Duty: Black Ops
Tough Economy Achievement Guide
Written and Recorded by Liberated
This is a guide for the "Tough Economy" achievement in Call of Duty: Black Ops, awarded for using no more than six TOW guided missiles to destroy the tanks in the defense of Khe Sanh. This achievement can be a bit tricky, as sometimes the TOW guides missiles are a bit difficult to control, but there are a few things you can do to make it easier. They may seem obvious, but a lot of people forget them anyway...
If possible, watch the following video. It will help a lot, as the timing I use to destroy the tanks, especially tank number 5, is very specific. The method I use in the video will be explained in the guide, but it helps a lot to have a visual.
VIDEO WALKTHROUGH
WRITTEN WALKTHROUGH
At the end of the mission "S.O.G.", you, Woods and Hudson enter a vehicle and circle a small NVA settlement. It is here that you must use this vehicle, which launches guided missiles, to destroy six tanks without missing. The guided missiles are exactly like Valkarie Rockets. They have limited steering capabilities and limited fuel, giving you a time limit from the moment you launch it.
To make this easier, I will tell you the basic strategy for each tank. I would highly advise watch the video (above), as it will help a lot while reading this guide.
NOTE: If you happen to miss a tank at any time, you cannot obtain the achievement without reverting to the last checkpoint. To do that, simply aim the missile launcher down and shoot your own vehicle a few times. Your vehicle will be destroyed and you will automatically be brought back to the last checkpoint, and you can try again.
Now then, onto the actual guide...
Tank #1
You will have to destroy the first tank after going left and down a winding hill after entering the vehicle. This tank is not tricky at all, as there are no structures that you must maneuver around. The tank is moving however, so you will have to lead slightly. In all, this tank shouldn't be a problem.
Tanks #2 and #3
After destroying the first tank, your vehicle will drive in an S-like shape through the camp. When it stops, you will have to destroy two more tanks. Destroy the left-most tank first. It is very close to you, directly ahead. Also directly ahead of you is a bunker with some NVA soliders in it. To avoid hitting this bunker, wait a second until the tank has moved to the left of the bunker, and then take the shot.
For the right-most tank, wait until the tank moves between the two bunkers (this will be a second after you destroy the left-most tank).
NOTE: Both of these tanks are easy kills, and you can easily take out both of them without waiting for them to love into a safe location (you could easily guide the missle over the bunkers, which aren't tall to begin with). If you have enough confidence in your missle guiding skills, I'd highly recommend doing that.
Tanks #4, #5 and #6
Your vehicle will return to the spot where you killed Tank #1, then you must destroy the last three tanks. Follow these directions carefully....
When your vehicle stops, the three tanks will become highlighted. One will be to your right, one will be to the left, and one will be moving through the settlement, also to your left.
Destroy the tank to your right, first. It is the easiest to dispose of. You will have to arch your missle over a short sandbag wall in order to be able to hit the tank. It's easier than it sounds, though.
Now, we face the most difficult task: taking out the tank that is moving through the camp. This is pretty tricky, as quite a few things can go wrong. Turn left and locate the tank going through the village, but do not take the shot yet. It will travel through the middle, and then make a left towards you. There should be a large tower between you and the tank. Your goal is to shoot your guided missile underneath the tower and hit the tank.
NOTES: This is very difficult. Make sure you line up your shot well. If you do not, your missile will most likely hit the tower support and blow up, and your achievement will be ruined. I highly recommend that you watch the video. You will actually be able to see what I mean, as it is pretty hard to describe!
Once the second tank has fallen, look right towards the last tank. If you were good on timing, you should have a clear shot at the last tank, considering you react quickly.
NOTE: If you destroyed all six tanks and your achievement didn't unlock, do not fret! The achievement doesn't actually unlock until you exit the vehicle! It'd be a shame to perform the deed and this restart, thinking that you did something wrong!
That's all for this one. It's not as difficult as I may make it out to be. After all, you wouldn't suspect such a guide for an easy achievement! Be warned, though, this achievement can be a bit frustrating. Take your time and you'll do fine.
| Posted on December 30, 2010 at 3:24 PM |
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Call of Duty: Black Ops
Thundergun Easter Egg Tutorial
Written by Liberated
Those who enjoy playing Nazi Zombies in Call of Duty: Black Ops are probably familiar with the Thundergun, a weapon unique to the zombie map Kino der Toten (Nazi Theater). Well, like the Ray Gun from Call of Duty: World at War, the Thundergun can be acquired in a campaign mission, and I'm going to tell you how to do it...
I will not go into what the Thundergun is. If you don't know, take my word for it: It's worth getting, and can help you a ton if your trying to beat the mission "Numbers" on Veteran in Call of Duty: Black Ops.
How to Get the Thundergun in Campaign
, or whatever your setting's action button is. If done correctly, the screen will shake.You have a limited number of ammunition once you get it, but the ammo will restock at the second ammunition cache and when you slide down the pipe (after the next roof).
| Posted on December 30, 2010 at 1:48 PM |
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| Posted on December 30, 2010 at 4:17 AM |
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| Posted on December 28, 2010 at 10:43 PM |
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| Posted on December 28, 2010 at 1:52 AM |
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| Posted on December 27, 2010 at 5:41 PM |
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| Posted on December 27, 2010 at 2:59 PM |
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| Posted on December 27, 2010 at 2:37 PM |
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| Posted on December 21, 2010 at 11:48 PM |
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Kung Fu Panda
Untouchable Achievement Guide
Written by Liberated
Introduction
Welcome to a Kung Fu Panda guide for the "Untouchable" achievement. From my expierence, this is the hardest achievement in the game. While attempting to obtain it, I found a rather easy way to do so, and decided to write this guide. This guide was originally written for TrueAchievements.com. Enjoy...
Play through and accumulate enough coins to max out your Panda Quake skill. Having it fully upgraded will be crucial.
Play on level four, "Protect the Palace". Before you read on, I should warn you that this is not tested. In the first part of the mission (the flying area), you can get hit by the 2D clouds. I have gotten hit by the clouds, and not anything else in the mission, and the achievement has unlocked for me. I am 100% sure I have hit clouds in my good run.
The Walkthrough
FLYING AREA
This is the beginning of the mission. You can get hit by the clouds, but, for me, it didn't cancel out the achievement. Try your best to dodge them all, but if you cannot, try playing through the mission anyway. Make sure to kill all of the vultures, or at least not get hit by them, but do not reload.
PALACE (MAIN FLOOR)
Once in the palace, this is a breeze. Simply spam the hell out of your Panda Quake ability. Stand near the door that the thieves try to escape to (in the beginning of the mission, it is in the back of the palace, but later on gets moved to the front). If your quake is fully upgraded, it will have major range, so do not wait until the last second.
SIDE ROOMS
These are the only difficult parts, in my opinion. Each one has a doors to close and enemies (one at a time, luckily). What I did was used the Panda Quake twice to eliminate the enemy, then quickly got up and closed one of the hatches, then repeat. Make sure that when killing the enemies, you use Panda Quake two times quickly, as the first will knock you foe down, but he will get up swinging. When he gets up, you should already be in the air (to perform another Panda Quake) and the second will kill him.
BOSS BATTLE
Nothing to say here. Just spam Panda Quake again. The boss will not be able to get anywhere near you!
| Posted on December 21, 2010 at 11:37 PM |
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NOTE: It is hard to write a solution for this, as it is pretty much a test of devotion and/or skill. Below, I simply outline what you need to do. As everyone pretty much knows, Cathedral and Little Guitars and fairly easy songs, and I did not go into details with them.
CATHEDRAL
This is the easiest of the four songs, and you shouldn't have trouble with it. If you do, you're going to encounter a lot of problems when going for this achievement.
LITTLE GUITARS
Though the intro solo is a bit difficult, it is nothing to be intimidated by, as it is, in my opinion, the only difficult part of the song. Past the solo, the song is just a repeating verse/chorus. Unlike the other three songs, Little Guitars is not a guitar solo, and is not that difficult (outside the intro solo, like I said.)
SPANISH FLY
Score Goal: 80,000
This is where the achievement gets drastically hard. In my opinion, Spanish Fly is the hardest song to five star, because the tapping section is a bit awkward. If your going to five star this, you must be able to play two sections flawlessly. The first is the tapping section. This must be practiced. I practiced for hours before eventually getting it down (devotion scored me the achievement, though.) You must also be able to play the ascending and descending notes near the beginning of the song. Play the intro, building up star power (THIS IS NECESSARY!) Use your star power in the ascending/descending notes. If you play flawlessly (which you must) you will be well on your way to the five star. Then, it is just the tapping. For the five star, it is necessary to obtain the two star power phases during the tapping sections. Once you get it, use it right away, and you should be able to pull off the five star. With this method, Spanish Fly is very easy to five star.
ERUPTION
Score Goal: 117,500-118,000
Eruption is not as hard as Spanish Fly, in my opinion, because you can pretty much bomb the first half of the song and still accomplish the five stars for the achievement. To get the five stars, simply load up your game, go straight to practice mode, and practice the tapping sections until you can play this flawlessly. Don't be worried if you don't get it right away. It took days to learn this!! Once you can consistently play the tapping section flawlessly, your pretty much good to go. Obtain every star power phase (the one near the fast notes is hard to pull off at first, but easy with a little bit of practice) and save it all for the tapping section. Make sure you whammy the sustained note of the star power phase after the alt-strumming part, as it will net you A LOT MORE star power that you would have originally. When the tapping section comes up, wait until you achieve a 4x multiplier and activate star power. This is where your training will kick in. Play flawlessly for as long as you can with the 8x multiplier, and you should be able to pull off the five stars.
NOTE: I said before that you can "bomb" the first half of the song. Obviously, that's a little exaggerated. You must be able to hit a majority of the notes in the first half, and pull off every star power phase. But, do not restart if you miss a few notes or break multiplier during the first half. As long as you perform extremely well in the tapping part, you shouldn't have a problem.
| Posted on December 21, 2010 at 11:25 PM |
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I've heard that the Gunless Wonder achievement is pretty difficult for most. Being very familiar with the Chapter 6 of the game, when I attempted to get the achievement, I had absolutely no problem at all, so I figured I'd share a few tips and pointers for getting the achievement.
This can be used for Nightmare, too!
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STARTER NOTES (IMPORTANT)
If by any chance you do shoot a gun, simply RESTART CHECKPOINT from the start menu. If you die, the achievement is not ruined, so don't fret!
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I'm not going to go into detail about the "flashback" scene.
When you start out in the lot outside the dam, hop directly in the vehicle and drive down the road to the tunnel. The tunnel is blocked, so get out of your vehicle and pass the toe truck blocking the road.
After a short vision, run directly by the Taken that have appeared, dodging if they get close. Go directly to the car (don't pick up the Manuscript Page, as it gives the Taken time to catch up and hit you.) Get directly in the car and drive all the way down the road, past the Majestic Motel, and get out at the bridge.
Collect the flare behind the truck in the center of the bridge. Then, move along, destroying all of the Poltergeist items with only your flashlight. To do this, move up to trigger the poltergeist items in the area, then move back behind the nearest source of cover as you destroy each, one by one. Wait for your flashlight battery to recharge before moving on to the next area.
NOTE: If your playing on Normal, like you should be, this part shouldn't be too difficult. If your using this strategy for Nightmare, take your time here. Once you clear the bridge, a tan car will be waiting for you. Get in!
Drive down the road until you are forced left into the field. Try to drive quickly through the field to avoid getting hit by the pickup truck. If you car gets totaled by the possessed pickup truck, there is a new vehicle in the lit barn. Make your way back to the road and drive all the way down to the end. Collect all the items here, especially flares. Picking up the weapons are not necessary unless your playing on Nightmare.
Start forward. Do NOT burn all of the darkness puddles, just destroy one to clear a path and step through (this doesn't give the Taken time to spawn behind you). When you reach a certain point, the Taken will spawn behind you, dropping down from the walls. Simply start running forward between cars. More Taken will spawn in front of you. Light a flare and hold it, walking forward with it. When the flare dies out, you should be at or near the Safe Haven at the end of the tunnel. Step into it, and get into the vehicle waiting there.
Drive down the road, making a right at the entrance to the car lot. Drive up the road to the building, and get out (make sure to not park in front of the pickup truck in the light, as you will use this in a minute). Run through the door under the light and up the stairs (a Taken will be waiting there). Do you best to dodge the Taken, or, if you need to, light and hold a flare. Quickly get to the top of the stairs and hit the green switch. Descend the stairs, dodging or holding a flare (throwing a flashbang works too, if there are quite a few Taken to take out). When you get to the bottom of the stairs, turn left and hurry out the door into the light. Safety!
Hop in the pickup truck and continue following the road through the open gate. Jump the ramp slowly (to not damage you car) and drive around to the Safe Haven behind the large container. Collect the items there, then head up the ladder. Collect the flares at the top of the ladder, then start the generator. Then return to the main yard and head for the switch to move the container. A cutscene will occur (where the Bulldozer comes to life.) When you regain control, run directly over and hit the switch. Dodge the Bulldozer while keeping an eye on the container. When it is just high enough, run under it and into the Safe Haven. Hop in the vehicle and drive up the road to the ghost town.
WARNING: Make sure you have flares here. They are necessary. Have at least four, though you should have more.
Stop in the Safe Haven and exit your vehicle. Head straight up and to the left (into the shack) and take the goodies in the secret supply cache. Then, head up the stairs in the nearby building in front of the ghost town. Drop through the hole in the second floor and push the mine cart out of the way. Head across the ghost town to the Electric Company truck and pick up everything there. Then, progress through the ghost town down the main road. Wait for the Tornado to blow the huge structure out of the way, then run to the old chapel in the back of the ghost town. Immediately drop a flare (to ensure protection) and start pushing the mine cart out of the way. If your flare goes out before you push it all the way, stop and drop another one. Once the cart is pushed out of the way, do the same exact thing for the next mine cart (on the left wall). Once the cart is out of the way, run directly to the Safe Haven behind the church.
Run around to the wooden structure and drop into the mine cart. Drop into it and release the brake, and enjoy your suicidal ride. Beware of the birds that charge you mid-ride (shine them with your flashlight to avoid getting pecked). Run into the Safe Haven for the checkpoint, then directly up the stairs, turn around and watch as the birds fly up and at you. Stand your ground and boost your flashlight at them. Then, keep you beam on them as they fly around until the flock explodes. Then, proceed to push the mine cart out of the way.
Jump across to the other wooden platform, and look on the left. When you move forward, birds will emerge from the mine shaft ending. Like the last flock, stand your ground and keep your light on them until they die. Then proceed along the wooden walkway. More birds will come, but use the same strategy.
NOTE: If you're playing on Nightmare, a flare gun shot will be a much better choice for disposing of the birds.
Climb the small hill and run directly for the small shack. Enemies will appear, but simply dodge your way into the shack. Make sure to avoid the puddles of darkness.
Progress through the woods. An object will fall, and a Tele-Flanker Taken will appear. Run past it, up to the shack in the middle of the woods. Lay down a flare (for cover) and start the generator for light and, more importantly, a checkpoint. Make sure to snag the flare in the shack. Note that when you leave the Safe Haven, the Tele-Flanker Taken may re-appear.
Progress up through the woods. The key here is to just run. Huge objects will fall from the sky, and Taken will continue to appear. Simply run until the path starts to zigzag upwards. Around this point, turn around, and there should be a LOT of Taken. You have to options here. You can throw a flashbang (if you have one) and take out a LOT of them, or you can lay down a flare at the generator at the top of the zigzagging path and start it.
Leave the Safe Haven, making sure you snag a flare out of the shed near the generator, and then progress upwards. Run up the hill. Some items will fall from the sky, but no enemies emerge. Run up the wooden stairs at the top of the slope, burning any puddles of darkness in your way. Step into the Safe Haven at the top of the steps, then progress upwards into the damaged wooden home. Take everything in the secret cache on the first floor. This is very important. The three flares in the cache will prove VERY USEFUL. After you have everything in the cache, head upstairs and drop down into the courtyard.
Once in the courtyard, head right and take the flashbangs on the wooden stage with the generator. Get your flares ready, then start the generator. A LOT of tough enemies will spawn. Do not be intimidated though. Run directly past all the enemies and make a right towards the elevator that the generator activated. Drop a flare at the entrance to this area, then run over and hit the switch to call the elevator. Then, turn around. Boost your flashlight to keep some Taken away, and throw a flashbang or two to kill, or at least weaken, the enemies. Use and hold flares if the Taken get too close, but they shouldn't. When the elevator reaches the bottom, simply step in. You're almost there...
When you reach the top of the elevator, move forward. The darkness will cover your exit with a bunch of items. Move up and throw all of your flashbangs at the newly formed roadblock. If the flashbangs did not destroy every object, simply walk up to them and hold a flare. Not only does this help destroy the poltergeist items blocking your way, but it keeps any approaching Taken away. Once the roadblock is cleared, simply move down the tunnel, moving past or destroying the girders that the darkness uses to try to stop you.
When you emerge on the other side of the tunnel, you will be staring at the tornado. Simply run towards it (the items it helplessly flings at you will most likely, but not definitely do damage to you). When you reach the wooden arch halfway to the tornado, your achievement should unlock.
| Posted on December 20, 2010 at 7:32 PM |
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| Posted on December 20, 2010 at 4:14 PM |
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Dead Rising 2
Complete Psychopath Guide
Written by Liberated
December 20, 2010
Introduction
Welcome to my Dead Rising 2 complete psychopath guide, and my first published guide on my new-found, free-hosted website. Throughout the course of the Dead Rising 2 story, there are many side missions (and case files) that involve psychopaths. Defeating them can be a bit tricky if you do not know what you're in for. Why battle these crazed survivors? Besides progressing through the story or picking up experience (PP), here are a few reasons for battling and defeating psychos....
There are more reasons, but you get the jist of where I'm going. This guide will provide you with a clever walkthrough of defeating ever psychopath in the game. Videos provided from my YouTube!
What You'll Need (Skill and Weapons)
Dead Rising players know that your skill determines your effectiveness in combat and, especially, in psycho fights. Having a high skill is recommended, but not required. As far as "moves" go, there is only one move that I advise you have, and that is the Dodge Roll skill. However, moves are unlocked randomly as you increase in level, and it is possible that you may not unlock this skill until you reach 50, the level max. Nonetheless, your level does not matter. Be warned, though, the lower your level, the more difficulty you will face...
As far as weapons, I specify specific weapons to get (and where to get them) throughout the guide. Truthfully, however, anyone can EASILY defeat ANY psychopath with one weapon... the spiked bat. The spiked bat is my personal favorite weapon, and it can be used to kill every psycho with ease. The best part: two spiked bats can be obtained every time you leave the safe room! Always carry at least two spiked bats on you, just in case your current gun or melee weapon isn't doing the job (or if you cannot find one!) Now onto the guide...
LEON BELL
Leon Bell is a TIR cyclist who has one hell of a mouth. You will encounter him during the Meet the Contestants scoop. Defeating Leon early in the game is good because it gives you access to the bike, which can be modified in many ways to you benefit. Defeating Leon is not too difficult, and you only need one thing: a spiked bat!
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Strategy
After the initial cutscene, jump on the nearby dirt bike and follow the Strip into Fortune Park, where Leon will be racing around on his bike. Ride around to a spot where you feel comfortable (for me, it's always been in front of the Atlantica Casino) and hop of your bike. Staying on your bike is pointless. If you try to ram Leon, you will always get knocked off your bike, and you cannot attack while on the bike. Suddenly seems like a stupid option, doesn't it?
Now, you will have to do a bit of multitasking. You MUST keep an eye on Leon at all times (that means facing your camera in his general direction), and you must avoid being grabbed by zombies. This is no easy task, so don't get discouraged. Move around the area, waiting for Leon to charge you on his bike. When he charges you, run to the side so he misses. He will then do one of two things: do a 180 and charge you again, in which case you move to the side again, or he will spin a few times, stop, and raise his arms. This is where you want to attack. When he spins and raises his arm, loop around to his back side and hit him a few times with the spiked bat. You should be able to land in a few hits before he drives off.
NOTE: The reason why you go around back is pretty obvious. Show you run in front of Leon's bike, you will catch the sharp end of his chainsaw when he speeds off.
The above is the basic strategy for taking down Leon. Simply repeat until he falls. If at any time, you should run low on health, you can flee Fortune Park in search for something to eat and then return. Sound funny, but really does work.
By defeating Leon, you earn a large amount of PP, but access to Leon's trailer (which holds his respawning bike).
BRANDON WHITTAKER
Brandon Whittaker is a crazed CURE protester who thinks he's found the meaning of like. He is a "solider for the cause"....general hippie. Brandon can be somewhat difficult because he appears early in the game, and is defidently more of the creepier psychos. But, there is only one thing we need to send his sorry ass to hell: a spiked bat.
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Strategy
Brandon attacks by charging you with a huge piece of glass. The strategy to beating him is simple. It's a little strategy I like to call Cat and Mouse. Run laps around the central structure until Brandon jumps at you. If you do not stop running, he will rarely hit you, and he will stay stationary for a few seconds. When this happens, rush at him and nail him with the Spiked Bat, then dodge roll (or just run) away before he can hit you, or, you could just swing away and let him hit you with his weak melee attack (this nets you more damage done to Brandon, but some done to you).
Brandon will occasionally jump over one of the bathroom stall doors. When he does this, he can reappear from any of them, and I mean any of them. When he does this, continue running laps around the stalls. When he returns, he will miss you, and you can resume the above strategy.
Thats all there is to taking down Brandon. If you need to heal at any time, you can simply exit the bathroom and heal in saftey, though you shouldn't need to.
Defeating Brandon allows you to rescue his victim, Vikki. Be sure to kill Brandon's zombie slave first though!
ANTOINE THOMAS
Antoine is a devoted and inspired chef, who's chances of fame where ruined by the outbreak. Oh, but he isn't giving up. When Chuck reveals he isn't Antoine's suspected reporter and criticises his food, Antoine goes nuts! Once again, all we need to defeat him is our trusty spiked bat.
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There is something you should know about Antoine before you fight him: he can heal himself. Don't less this demotivate you, as it actually works to your advantage, espically if you have a ranged weapon on hand.
NOTE: Though in the other psycho fights I prefer a stategic, enduse-miss and attack method, it is different with Antoine. With Antoine, you must attack as often as possible, because, obviously, he can heal himself.
NOTE: Only use ranged attacks on Antoine when he is healing himself, otherwise, he can deflect them, making them simply a waste of ammunition.
Immediately at the start, head left to avoid Antoines barrage of plates/knives. Then, let the attacking begin. Rush his fat ass and beat him mercifully with your spiked bat. You should be able to get in a few shots before he hits you away, after which he will do one of two things: he will either flee to one of his food staches to regain heath or he will jump on you.
If Antoine jumps on you and starts shoving food in your mouth, you must break out quickly by initating the on-screen command. This is his only devastating attack method.
If Antoine flees for food, keep on his trail and beat him while he is busy at one of his food caches, or shoot him from afar.
Thats all there is to Antoine. Trust me, it's easier then I made it sound. If you need to heal, leave the restaurant before doing so, but keep in mind that Antoine will be doing the same (healing).
After defeating Antoine, you can save his next meal, Cinda. Unfortunately, she will not follow until you find Jasper, who is on the room of the pizza parlor across the food court.
THIS GUIDE IS A WORK IN PROGRESS, AND WILL BE COMPLETED WITHIN THE NEXT FEW DAYS